﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Utility.BehaviourTree
{
	[HideFromCreateMenu]
	public class PrintNode : LeafNode
	{
		string str;
		Status status = Status.Success;

		public PrintNode (string str, Status status)
		{
			this.str = str;
			this.status = status;
		}

		protected override Status OnUpdate ()
		{
			Debug.Log (str);
			return status;
		}
	}
}